Camera.html 2.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. [page:Object3D] &rarr;
  12. <h1>[name]</h1>
  13. <div class="desc">
  14. Abstract base class for cameras. This class should always be inherited when you build a new camera.
  15. </div>
  16. <h2>Constructor</h2>
  17. <h3>[name]()</h3>
  18. <div>
  19. Creates a new [name]. Note that this class is not intended to be called directly;
  20. you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
  21. </div>
  22. <h2>Properties</h2>
  23. <div>See the base [page:Object3D] class for common properties.</div>
  24. <h3>[property:Boolean isCamera]</h3>
  25. <div>
  26. Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
  27. You should not change this, as it used internally by the renderer for optimisation.
  28. </div>
  29. <h3>[property:Layers layers]</h3>
  30. <div>
  31. The [page:Layers layers] that the camera is a member of. This is an inherited
  32. property from [page:Object3D].<br /><br />
  33. Objects must share at least one layer with the camera to be seen
  34. when the camera's viewpoint is rendered.
  35. </div>
  36. <h3>[property:Matrix4 matrixWorldInverse]</h3>
  37. <div>
  38. This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
  39. the world transform of the Camera.
  40. </div>
  41. <h3>[property:Matrix4 projectionMatrix]</h3>
  42. <div>This is the matrix which contains the projection.</div>
  43. <h2>Methods</h2>
  44. <div>See the base [page:Object3D] class for common methods.</div>
  45. <h3>[method:Camera clone]( )</h3>
  46. <div>
  47. Return a new camera with the same properties as this one.
  48. </div>
  49. <h3>[method:Camera copy]( [page:Camera source] )</h3>
  50. <div>
  51. Copy the properties from the source camera into this one.
  52. </div>
  53. <h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
  54. <div>
  55. Returns a [page:Vector3] representing the world space direction in which the camera is looking.<br /><br />
  56. Note: This is not the camera’s positive, but its negative z-axis, in contrast to
  57. [page:Object3D.getWorldDirection getWorldDirection] of the base class (Object3D).<br /><br />
  58. If an [page:Vector3 optionalTarget] vector is specified, the result will be copied into this vector
  59. (which can be reused in this way), otherwise a new vector will be created.
  60. </div>
  61. <h2>Source</h2>
  62. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  63. </body>
  64. </html>